glVertexPointerEXT man page on IRIX

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glVertexPointerEXT(3G)	       OpenGL Reference		glVertexPointerEXT(3G)

NAME
     glVertexPointerEXT - define an array of vertex data

C SPECIFICATION
     void glVertexPointerEXT( GLint size,
			      GLenum type,
			      GLsizei stride,
			      GLsizei count,
			      const GLvoid *pointer )

PARAMETERS
     size     Specifies the number of coordinates per vertex, must be 2,3, or
	      4.

     type     Specifies the data type of each coordinate in the array.
	      Symbolic constants GL_SHORT, GL_INT, GL_FLOAT, or GL_DOUBLE_EXT
	      are accepted.

     stride   Specifies the byte offset between consecutive vertices. If
	      stride is 0 the vertices are understood to be tightly packed in
	      the array.

     count    Specifies the number of vertices, counting from the first, that
	      are static.

     pointer  Specifies a pointer to the first coordinate of the first vertex
	      in the array.

DESCRIPTION
     glVertexPointerEXT specifies the location and data format of an array of
     vertex coordinates to use when rendering using the vertex array
     extension.	 size specifies the number of coordinates per vertex and type
     the data type of the coordinates. stride gives the byte stride from one
     vertex to the next allowing vertices and attributes to be packed into a
     single array or stored in separate arrays.	 (Single-array storage may be
     more efficient on some implementations.)  count indicates the number of
     array elements (counting from the first) that are static. Static elements
     may be modified by the application, but once they are modified, the
     application must explicitly respecify the array before using it for any
     rendering. When a vertex array is specified, size, type, stride, count,
     and pointer are saved as client-side state, and static array elements may
     be cached by the implementation.

     The vertex array is enabled and disabled using glEnable and glDisable
     with the argument GL_VERTEX_ARRAY_EXT. If enabled, the vertex array is
     used when glDrawArraysEXT or glArrayElementEXT is called.

     Use glDrawArraysEXT to define a sequence of primitives (all of the same
     type) from pre-specified vertex and vertex attribute arrays.  Use
     glArrayElementEXT to specify primitives by indexing vertices and vertex

									Page 1

glVertexPointerEXT(3G)	       OpenGL Reference		glVertexPointerEXT(3G)

     attributes.

NOTES
     Non-static array elements are not accessed until glArrayElementEXT or
     glDrawArraysEXT is executed.

     By default the vertex array is disabled and it won't be accessed when
     glArrayElementEXT or glDrawArraysEXT is called.

     Although it is not an error to call glVertexPointerEXT between the
     execution of glBegin and the corresponding execution of glEnd, the
     results are undefined.

     glVertexPointerEXT will typically be implemented on the client side with
     no protocol.

     Since the vertex array parameters are client side state, they are not
     saved or restored by glPushAttrib and glPopAttrib.

     glVertexPointerEXT commands are not entered into display lists.

     glVertexPointerEXT is part of the EXT_vertex_array extension, not part of
     the core GL command set. If GL_EXT_vertex_array is included in the string
     returned by glGetString, when called with argument GL_EXTENSIONS,
     extension EXT_vertex_array is supported.

ERRORS
     GL_INVALID_VALUE is generated if size is not 2, 3, or 4.

     GL_INVALID_ENUM is generated if type is is not an accepted value.

     GL_INVALID_VALUE is generated if stride or count is negative.

ASSOCIATED GETS
     glIsEnabled with argument GL_VERTEX_ARRAY_EXT
     glGet with argument GL_VERTEX_ARRAY_SIZE_EXT
     glGet with argument GL_VERTEX_ARRAY_TYPE_EXT
     glGet with argument GL_VERTEX_ARRAY_STRIDE_EXT
     glGet with argument GL_VERTEX_ARRAY_COUNT_EXT
     glGetPointervEXT with argument GL_VERTEX_ARRAY_POINTER_EXT

MACHINE DEPENDENCIES
     On RealityEngine, RealityEngine2, and VTX systems, do not enable or
     disable GL_VERTEX_ARRAY, GL_VERTEX_ARRAY_EXT, GL_NORMAL_ARRAY,
     GL_NORMAL_ARRAY_EXT, GL_COLOR_ARRAY, GL_COLOR_ARRAY_EXT,

									Page 2

glVertexPointerEXT(3G)	       OpenGL Reference		glVertexPointerEXT(3G)

     GL_INDEX_ARRAY,GL_INDEX_ARRAY_EXT, GL_TEXTURE_COORD_ARRAY,
     GL_TEXTURE_COORD_ARRAY_EXT, GL_EDGE_FLAG_ARRAY or GL_EDGE_FLAG_ARRAY_EXT
     between a call to glNewList and the corresponding call to glEndList.
     Instead, enable or disable before the call to glNewList.

     On InfiniteReality systems it is particularly important to minimize the
     amount of data transferred from the application to the graphics pipe,
     since the host-to-pipe bandwidth limit can cause a performance
     bottleneck.  One way to reduce the amount of data transferred per vertex
     is to use properly-aligned byte and short data types whenever possible.
     Accordingly, the EXT_vertex_array extension on InfiniteReality systems
     has been optimized for vertex information packed into the following data
     structures.  (Note: v represents vertex coordinates, c represents color
     components, n represents normal coordinates, and t represents texture
     coordinates.  Normals must have unit length.)

	  struct {GLfloat v[3];}
	  struct {GLubyte c[4]; GLfloat v[3];}
	  struct {GLshort n[3]; GLfloat v[3];}
	  struct {GLubyte c[4]; GLshort n[3]; GLfloat v[3];}
	  struct {GLshort t[2]; GLfloat v[3];}
	  struct {GLshort t[2]; GLubyte c[4]; GLfloat v[3];}
	  struct {GLshort t[2]; GLshort n[3]; GLfloat v[3];}
	  struct {GLshort t[2]; GLubyte c[4]; GLshort n[3]; GLfloat v[3];}
	  struct {GLfloat t[2]; GLfloat v[3];}
	  struct {GLfloat t[2]; GLubyte c[4]; GLfloat v[3];}
	  struct {GLfloat t[2]; GLshort n[3]; GLfloat v[3];}
	  struct {GLfloat t[2]; GLubyte c[4]; GLshort n[3]; GLfloat v[3];}

     Application-specific fields may be added to these structures, provided
     that all the fields described above retain their relative order and word
     alignment.

     An additional constraint applies when glTexGen is being used.  The
     implementation normally generates all four texture coordinates in
     parallel, and must take special action to generate just a subset of the
     four coordinates.	Therefore performance is best when none of the texture
     coordinates are being generated, or when all of them are being generated.
     For example, when using 2D texturing (generating s and t coordinates) it
     will be faster to enable texture coordinate generation for the r and q
     coordinates as well as s and t.  Choose a texture generation mode of
     GL_OBJECT_LINEAR and use the plane equations (0,0,0,0) and (0,0,0,1) for
     r and q, respectively.

     Using these structures on InfiniteReality systems can improve performance
     considerably, compared to structures in which all values are single-
     precision floating point.

									Page 3

glVertexPointerEXT(3G)	       OpenGL Reference		glVertexPointerEXT(3G)

SEE ALSO
     glArrayElementEXT, glColorPointerEXT, glDrawArraysEXT,
     glEdgeFlagPointerEXT, glEnable, glGetPointervEXT, glIndexPointerEXT,
     glNormalPointerEXT, glTexCoordPointerEXT

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